mame/src/osd/sdl/gl_shader_tool.c
Fabio Priuli c02b195ede several cleanups based on cppcheck and VS2008 Code Analysis [Oliver Stöneberg]
split.c: made the "split" return the actual result instead of just 0. [Oliver Stöneberg]

clifront.c: made the identation of the CPU device in -listdevices the same like the others [Oliver Stöneberg]

i386.c: gave some fatalerror() calls in the i386 proper messages [Oliver Stöneberg]

ssem.c: fixed compilation of SSEM core with SSEM_DISASM_ON_UNIMPL [Oliver Stöneberg]

srcclean.c: small wording change in the srcclean summary [Oliver Stöneberg]

sdl/window.c: fixed a potential memory leak in  sdlwindow_video_window_create() [Oliver Stöneberg]
2010-03-17 11:59:16 +00:00

616 lines
19 KiB
C

/***
*
* GL Shader Tool - Convinient Basic Shader functionality
*
* Copyright (c) 2007, Sven Gothel
* Copyright (c) 2007, MAME Team
*
* Dual license: MAME and GPL version 2
*
* This module has a dual license, i.e. it is compatible to MAME,
* but I like to reserve my rights to use this module under
* the GPL as well.
*
* GPL license:
* Visit http://www.gnu.org/copyleft/gpl.html
*
* MAME license:
* Visit http://mamedev.org for licensing and usage restrictions.
*
*
* OpenGL GLSL ARB extentions:
*
* GL_ARB_shader_objects
* GL_ARB_shading_language_100
* GL_ARB_vertex_shader
* GL_ARB_fragment_shader
*
*/
#include "emu.h"
#include "gl_shader_tool.h"
PFNGLGETOBJECTPARAMETERIVARBPROC pfn_glGetObjectParameterivARB=NULL;
PFNGLGETINFOLOGARBPROC pfn_glGetInfoLogARB=NULL;
PFNGLDELETEOBJECTARBPROC pfn_glDeleteObjectARB=NULL;
PFNGLCREATESHADEROBJECTARBPROC pfn_glCreateShaderObjectARB=NULL;
PFNGLSHADERSOURCEARBPROC pfn_glShaderSourceARB=NULL;
PFNGLCOMPILESHADERARBPROC pfn_glCompileShaderARB=NULL;
PFNGLCREATEPROGRAMOBJECTARBPROC pfn_glCreateProgramObjectARB=NULL;
PFNGLATTACHOBJECTARBPROC pfn_glAttachObjectARB=NULL;
PFNGLLINKPROGRAMARBPROC pfn_glLinkProgramARB=NULL;
PFNGLVALIDATEPROGRAMARBPROC pfn_glValidateProgramARB=NULL;
PFNGLUSEPROGRAMOBJECTARBPROC pfn_glUseProgramObjectARB=NULL;
PFNGLGETUNIFORMLOCATIONARBPROC pfn_glGetUniformLocationARB=NULL;
PFNGLUNIFORM1FARBPROC pfn_glUniform1fARB=NULL;
PFNGLUNIFORM1IARBPROC pfn_glUniform1iARB=NULL;
PFNGLUNIFORM1FVARBPROC pfn_glUniform1fvARB=NULL;
PFNGLUNIFORM2FVARBPROC pfn_glUniform2fvARB=NULL;
PFNGLUNIFORM3FVARBPROC pfn_glUniform3fvARB=NULL;
PFNGLUNIFORM4FVARBPROC pfn_glUniform4fvARB=NULL;
PFNGLUNIFORM1IVARBPROC pfn_glUniform1ivARB=NULL;
PFNGLUNIFORM2IVARBPROC pfn_glUniform2ivARB=NULL;
PFNGLUNIFORM3IVARBPROC pfn_glUniform3ivARB=NULL;
PFNGLUNIFORM4IVARBPROC pfn_glUniform4ivARB=NULL;
int gl_shader_loadExtention(PFNGLGETPROCADDRESSOS GetProcAddress)
{
pfn_glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) GetProcAddress("glGetObjectParameterivARB");
pfn_glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) GetProcAddress ("glGetInfoLogARB");
pfn_glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) GetProcAddress ("glDeleteObjectARB");
pfn_glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) GetProcAddress ("glCreateShaderObjectARB");
pfn_glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) GetProcAddress ("glShaderSourceARB");
pfn_glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) GetProcAddress ("glCompileShaderARB");
pfn_glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) GetProcAddress ("glCreateProgramObjectARB");
pfn_glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) GetProcAddress ("glAttachObjectARB");
pfn_glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) GetProcAddress ("glLinkProgramARB");
pfn_glValidateProgramARB = (PFNGLVALIDATEPROGRAMARBPROC) GetProcAddress ("glValidateProgramARB");
pfn_glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) GetProcAddress ("glUseProgramObjectARB");
pfn_glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) GetProcAddress ("glGetUniformLocationARB");
pfn_glUniform1fARB = (PFNGLUNIFORM1FARBPROC) GetProcAddress ("glUniform1fARB");
pfn_glUniform1iARB = (PFNGLUNIFORM1IARBPROC) GetProcAddress ("glUniform1iARB");
pfn_glUniform1fvARB = (PFNGLUNIFORM1FVARBPROC) GetProcAddress ("glUniform1fvARB");
pfn_glUniform2fvARB = (PFNGLUNIFORM2FVARBPROC) GetProcAddress ("glUniform2fvARB");
pfn_glUniform3fvARB = (PFNGLUNIFORM3FVARBPROC) GetProcAddress ("glUniform3fvARB");
pfn_glUniform4fvARB = (PFNGLUNIFORM4FVARBPROC) GetProcAddress ("glUniform4fvARB");
pfn_glUniform1ivARB = (PFNGLUNIFORM1IVARBPROC) GetProcAddress ("glUniform1ivARB");
pfn_glUniform2ivARB = (PFNGLUNIFORM2IVARBPROC) GetProcAddress ("glUniform2ivARB");
pfn_glUniform3ivARB = (PFNGLUNIFORM3IVARBPROC) GetProcAddress ("glUniform3ivARB");
pfn_glUniform4ivARB = (PFNGLUNIFORM4IVARBPROC) GetProcAddress ("glUniform4ivARB");
if ( pfn_glGetObjectParameterivARB && pfn_glGetInfoLogARB && pfn_glDeleteObjectARB && pfn_glCreateShaderObjectARB &&
pfn_glShaderSourceARB && pfn_glCompileShaderARB && pfn_glCreateProgramObjectARB && pfn_glAttachObjectARB &&
pfn_glLinkProgramARB && pfn_glValidateProgramARB && pfn_glUseProgramObjectARB && pfn_glGetUniformLocationARB &&
pfn_glGetUniformLocationARB && pfn_glUniform1fARB && pfn_glUniform1iARB &&
pfn_glUniform1fvARB && pfn_glUniform2fvARB && pfn_glUniform3fvARB && pfn_glUniform4fvARB &&
pfn_glUniform1ivARB && pfn_glUniform2ivARB && pfn_glUniform3ivARB && pfn_glUniform4ivARB
)
{
return 0;
}
mame_printf_error("OpenGL: missing ARB shader function: ");
if (!pfn_glGetObjectParameterivARB) mame_printf_error("glGetObjectParameterivARB, ");
if (!pfn_glGetInfoLogARB) mame_printf_error("glGetInfoLogARB, ");
if (!pfn_glDeleteObjectARB) mame_printf_error("glDeleteObjectARB, ");
if (!pfn_glCreateShaderObjectARB) mame_printf_error("glCreateShaderObjectARB, ");
if (!pfn_glShaderSourceARB) mame_printf_error("glShaderSourceARB, ");
if (!pfn_glCompileShaderARB) mame_printf_error("glCompileShaderARB, ");
if (!pfn_glCreateProgramObjectARB) mame_printf_error("glCreateProgramObjectARB, ");
if (!pfn_glAttachObjectARB) mame_printf_error("glAttachObjectARB, ");
if (!pfn_glLinkProgramARB) mame_printf_error("glLinkProgramARB, ");
if (!pfn_glValidateProgramARB) mame_printf_error("glValidateProgramARB, ");
if (!pfn_glUseProgramObjectARB) mame_printf_error("glUseProgramObjectARB, ");
if (!pfn_glGetUniformLocationARB) mame_printf_error("glGetUniformLocationARB, ");
if (!pfn_glUniform1fARB) mame_printf_error("glUniform1fARB, ");
if (!pfn_glUniform1iARB) mame_printf_error("glUniform1iARB");
if (!pfn_glUniform1fvARB) mame_printf_error("glUniform1fvARB, ");
if (!pfn_glUniform2fvARB) mame_printf_error("glUniform2fvARB, ");
if (!pfn_glUniform3fvARB) mame_printf_error("glUniform3fvARB, ");
if (!pfn_glUniform4fvARB) mame_printf_error("glUniform4fvARB, ");
if (!pfn_glUniform1ivARB) mame_printf_error("glUniform1ivARB");
if (!pfn_glUniform2ivARB) mame_printf_error("glUniform2ivARB");
if (!pfn_glUniform3ivARB) mame_printf_error("glUniform3ivARB");
if (!pfn_glUniform4ivARB) mame_printf_error("glUniform4ivARB");
mame_printf_error("\n");
return -1;
}
int gl_check_error(GLSLCheckMode m, const char *file, const int line)
{
GLenum glerr = glGetError();
if (GL_NO_ERROR != glerr)
{
if ( CHECK_VERBOSE <= m )
{
mame_printf_warning( "%s:%d: GL Error: %d 0x%X\n", file, line, (int)glerr, (unsigned int)glerr);
}
}
return (GL_NO_ERROR != glerr)? glerr : 0;
}
int gl_shader_check_error(GLhandleARB obj, GLenum obj_query, GLSLCheckMode m, const char *file, const int line)
{
GLsizei length;
GLcharARB buffer[255];
GLenum glerr;
GLint param;
int res=0;
glerr = gl_check_error(m, file, line);
if(!obj)
return glerr;
if(obj_query != GL_OBJECT_TYPE_ARB &&
obj_query != GL_OBJECT_DELETE_STATUS_ARB &&
obj_query != GL_OBJECT_COMPILE_STATUS_ARB &&
obj_query != GL_OBJECT_LINK_STATUS_ARB &&
obj_query != GL_OBJECT_VALIDATE_STATUS_ARB
)
{
mame_printf_warning("%s:%d: GL Error: gl_shader_check_error unsupported object query 0x%X\n", file, line, (unsigned int)obj_query);
return -1;
}
pfn_glGetObjectParameterivARB(obj, obj_query, &param);
switch(obj_query)
{
case GL_OBJECT_TYPE_ARB:
if( param!=GL_PROGRAM_OBJECT_ARB && param!=GL_SHADER_OBJECT_ARB )
{
if ( CHECK_VERBOSE <= m )
mame_printf_warning("%s:%d: GL Error: object type 0x%X generation failed\n", file, line, (unsigned int)obj);
res=-1;
} else if ( CHECK_ALWAYS_VERBOSE <= m )
{
if(param==GL_PROGRAM_OBJECT_ARB)
mame_printf_warning("%s:%d: GL Error: object type 0x%X is PROGRAM, successful\n", file, line, (unsigned int)obj);
else
mame_printf_warning("%s:%d: GL Info: object type 0x%X is SHADER, successful\n", file, line, (unsigned int)obj);
}
break;
case GL_OBJECT_DELETE_STATUS_ARB:
if(param!=1)
{
if ( CHECK_ALWAYS_VERBOSE <= m )
mame_printf_warning("%s:%d: GL Info: object 0x%X not yet marked for deletion\n", file, line, (unsigned int)obj);
} else if ( CHECK_ALWAYS_VERBOSE <= m )
{
mame_printf_warning("%s:%d: GL Info: object 0x%X deletion successful\n", file, line, (unsigned int)obj);
}
break;
case GL_OBJECT_COMPILE_STATUS_ARB:
if(param!=1)
{
if ( CHECK_VERBOSE <= m )
mame_printf_warning("%s:%d: GL Error: object 0x%X compilation failed\n", file, line, (unsigned int)obj);
res=-1;
} else if ( CHECK_ALWAYS_VERBOSE <= m )
{
mame_printf_warning("%s:%d: GL Info: object 0x%X compiled successful\n", file, line, (unsigned int)obj);
}
break;
case GL_OBJECT_LINK_STATUS_ARB:
if(param!=1)
{
if ( CHECK_VERBOSE <= m )
mame_printf_warning("%s:%d: GL Error: object 0x%X linking failed\n", file, line, (unsigned int)obj);
res=-1;
} else if ( CHECK_ALWAYS_VERBOSE <= m )
{
mame_printf_warning("%s:%d: GL Info: object 0x%X linked successful\n", file, line, (unsigned int)obj);
}
break;
case GL_OBJECT_VALIDATE_STATUS_ARB:
if(param!=1)
{
if ( CHECK_VERBOSE <= m )
mame_printf_warning("%s:%d: GL Error: object 0x%X validation failed\n", file, line, (unsigned int)obj);
res=-1;
} else if ( CHECK_ALWAYS_VERBOSE <= m )
{
mame_printf_warning("%s:%d: GL Info: object 0x%X validation successful\n", file, line, (unsigned int)obj);
}
break;
}
if ( res<0 || CHECK_ALWAYS_VERBOSE <= m )
{
length=0;
pfn_glGetInfoLogARB(obj, sizeof(buffer), &length, buffer);
if(length>0)
mame_printf_warning("%s:%d glInfoLog: %s\n", file, line, buffer);
}
(void) glGetError(); // ;-)
return res;
}
int gl_round_to_pow2(int v)
{
if (v & (v - 1))
{
v |= v >> 1;
v |= v >> 2;
v |= v >> 4;
v |= v >> 8;
v++;
}
return v;
}
int gl_texture_check_size(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height,
GLint border, GLenum format, GLenum type,
GLint *avail_width, GLint *avail_height,
int verbose)
{
int err=1;
GLenum texTargetProxy = (target==GL_TEXTURE_RECTANGLE_ARB)?GL_PROXY_TEXTURE_RECTANGLE_ARB:GL_PROXY_TEXTURE_2D;
if ( !avail_width || !avail_height)
return -1;
*avail_width = 0;
*avail_height = 0;
GL_CHECK_ERROR_QUIET();
/* Test the max texture size */
while(err && width>=1 && height>=1 /* && width>=64 && height>=64 */)
{
glTexImage2D (texTargetProxy, level,
internalFormat,
width, height,
border, format, type, NULL);
if ( 0!=(err=GL_CHECK_ERROR_NORMAL() )) return err;
glGetTexLevelParameteriv( texTargetProxy, level, GL_TEXTURE_WIDTH, avail_width);
glGetTexLevelParameteriv( texTargetProxy, level, GL_TEXTURE_HEIGHT, avail_height);
if ( 0!=(err=GL_CHECK_ERROR_NORMAL() )) return err;
if ( (*avail_width) != width || (*avail_height) != height )
{
err=1;
if(verbose)
{
mame_printf_warning("gl_texture_size_check: "
"TexImage2D(0x%X, %d, 0x%X, %d, %d, %d, 0x%X, 0x%X): returned size does not match: %dx%d\n",
(unsigned int)target, (int)level, (int)internalFormat,
(int)width, (int)height, (int)border, (unsigned int)format, (unsigned int)type,
(int)*avail_width, (int)*avail_height);
}
if ( (*avail_width) == width )
height /= 2;
else if ( (*avail_height) == height )
width /= 2;
else if (width > height)
width /= 2;
else
height /= 2;
if(verbose)
{
fprintf (stderr, "gl_texture_size_check: trying [%dx%d] !\n", (int)height, (int)width);
}
} else {
err=0;
}
}
if(!err)
{
*avail_width = width;
*avail_height = height;
}
return err;
}
static int delete_shader_tool( GLhandleARB *program, GLhandleARB *vertex_shader, GLhandleARB *fragment_shader, int externalcall)
{
int res=0;
GL_CHECK_ERROR_QUIET();
if(program!=NULL && *program!=0)
{
pfn_glDeleteObjectARB(*program);
if(externalcall)
{
res |= GL_SHADER_CHECK(*program, GL_OBJECT_DELETE_STATUS_ARB);
}
*program=0;
}
if(vertex_shader!=NULL && *vertex_shader!=0)
{
pfn_glDeleteObjectARB(*vertex_shader);
if(externalcall)
{
res |= GL_SHADER_CHECK(*vertex_shader, GL_OBJECT_DELETE_STATUS_ARB);
}
*vertex_shader=0;
}
if(fragment_shader!=NULL && *fragment_shader!=0)
{
pfn_glDeleteObjectARB(*fragment_shader);
if(externalcall)
{
res |= GL_SHADER_CHECK(*fragment_shader, GL_OBJECT_DELETE_STATUS_ARB);
}
*fragment_shader=0;
}
return res;
}
int gl_compile_shader_source( GLhandleARB *shader, GLenum type, const char * shader_source, int verbose )
{
int err = 0;
if(shader==NULL || shader_source==NULL)
{
if(shader==NULL)
mame_printf_warning("error: gl_compile_shader_source: NULL shader passed\n");
if(shader_source==NULL)
mame_printf_warning("error: gl_compile_shader_source: NULL shader source passed\n");
return -1;
}
*shader = pfn_glCreateShaderObjectARB(type);
err=GL_SHADER_CHECK(*shader, GL_OBJECT_TYPE_ARB);
if(err) goto errout;
pfn_glShaderSourceARB(*shader, 1, (const GLcharARB **)&shader_source, NULL);
pfn_glCompileShaderARB(*shader);
err=GL_SHADER_CHECK(*shader, GL_OBJECT_COMPILE_STATUS_ARB);
if(err) goto errout;
if(verbose)
mame_printf_warning( "<%s>\n", shader_source);
return 0;
errout:
if(*shader!=0)
{
pfn_glDeleteObjectARB(*shader);
}
mame_printf_warning("failed to process shader: <%s>\n", shader_source);
return err;
}
int gl_compile_shader_file( GLhandleARB *shader, GLenum type, const char * shader_file, int verbose )
{
int err = 0, i, c;
FILE * file = NULL;
const int buffer_len=8192;
GLcharARB *buffer=NULL;
if(shader==NULL || shader_file==NULL)
{
if(shader==NULL)
mame_printf_warning("error: gl_compile_shader_source: NULL shader passed\n");
if(shader_file==NULL)
mame_printf_warning("error: gl_compile_shader_source: NULL shader file passed\n");
return -1;
}
file = fopen(shader_file, "r");
if(!file)
{
mame_printf_warning("cannot open shader_file: %s\n", shader_file);
return -1;
}
buffer = (GLcharARB *) malloc(buffer_len);
memset(buffer, 0, buffer_len);
/* Load Shader Sources */
i=0;
while( i<buffer_len-1 && EOF!=(c=fgetc(file)) )
buffer[i++]=(char)c;
fclose(file);
buffer[i]='\0';
err=gl_compile_shader_source(shader, type, buffer, verbose);
if(err) goto errout;
free(buffer);
if(verbose)
mame_printf_warning("shader file: %s\n", shader_file);
return 0;
errout:
free(buffer);
mame_printf_warning("failed to process shader_file: %s\n", shader_file);
return err;
}
int gl_compile_shader_files( GLhandleARB *program, GLhandleARB *vertex_shader, GLhandleARB *fragment_shader,
const char * vertex_shader_file,
const char * fragment_shader_file,
int verbose
)
{
int err;
if (!program)
{
err=-1;
mame_printf_warning("no program ptr passed\n");
goto errout;
}
if (!vertex_shader)
{
err=-1;
mame_printf_warning("no vertex_shader ptr passed\n");
goto errout;
}
if (!fragment_shader)
{
err=-1;
mame_printf_warning("no fragment_shader ptr passed\n");
goto errout;
}
*program = pfn_glCreateProgramObjectARB();
err=GL_SHADER_CHECK(*program, GL_OBJECT_TYPE_ARB);
if(err) goto errout;
if(!vertex_shader_file)
{
if (!(*vertex_shader))
{
err=-1;
mame_printf_warning("no vertex_shader_file, nor vertex_shader id passed\n");
goto errout;
}
err=GL_SHADER_CHECK(*vertex_shader, GL_OBJECT_TYPE_ARB);
if(err) goto errout;
} else {
err = gl_compile_shader_file(vertex_shader, GL_VERTEX_SHADER_ARB, vertex_shader_file, verbose);
if(err) return err;
}
pfn_glAttachObjectARB(*program, *vertex_shader);
if(!fragment_shader_file)
{
if (!(*fragment_shader))
{
err=-1;
mame_printf_warning("no fragment_shader_file, nor fragment_shader id passed\n");
goto errout;
}
err=GL_SHADER_CHECK(*fragment_shader, GL_OBJECT_TYPE_ARB);
if(err) goto errout;
} else {
err = gl_compile_shader_file(fragment_shader, GL_FRAGMENT_SHADER_ARB, fragment_shader_file, verbose);
if(err) return err;
}
pfn_glAttachObjectARB(*program, *fragment_shader);
pfn_glLinkProgramARB(*program);
err=GL_SHADER_CHECK(*program, GL_OBJECT_LINK_STATUS_ARB);
if(err) goto errout;
pfn_glValidateProgramARB(*program);
err=GL_SHADER_CHECK(*program, GL_OBJECT_VALIDATE_STATUS_ARB);
if(err) goto errout;
return 0;
errout:
delete_shader_tool(program, vertex_shader, fragment_shader, 0);
return err;
}
int gl_compile_shader_sources( GLhandleARB *program, GLhandleARB *vertex_shader, GLhandleARB *fragment_shader,
const GLcharARB * vertex_shader_source,
const GLcharARB * fragment_shader_source
)
{
int err = 0;
if (!program)
{
err=-1;
mame_printf_warning("no program ptr passed\n");
goto errout;
}
if (!vertex_shader)
{
err=-1;
mame_printf_warning("no vertex_shader ptr passed\n");
goto errout;
}
if (!fragment_shader)
{
err=-1;
mame_printf_warning("no fragment_shader ptr passed\n");
goto errout;
}
*program = pfn_glCreateProgramObjectARB();
err=GL_SHADER_CHECK(*program, GL_OBJECT_TYPE_ARB);
if(err) goto errout;
if(!vertex_shader_source)
{
if (!(*vertex_shader))
{
err=-1;
mame_printf_warning("no vertex_shader_source nor a vertex_shader id passed\n");
goto errout;
}
err=GL_SHADER_CHECK(*vertex_shader, GL_OBJECT_TYPE_ARB);
if(err) goto errout;
}
if(!fragment_shader_source)
{
if (!(*fragment_shader))
{
err=-1;
mame_printf_warning("no fragment_shader_source nor a fragment_shader id passed\n");
goto errout;
}
err=GL_SHADER_CHECK(*fragment_shader, GL_OBJECT_TYPE_ARB);
if(err) goto errout;
}
if(vertex_shader_source)
{
err=gl_compile_shader_source(vertex_shader, GL_VERTEX_SHADER_ARB, vertex_shader_source, 0);
if(err) goto errout;
}
pfn_glAttachObjectARB(*program, *vertex_shader);
if(fragment_shader_source)
{
err=gl_compile_shader_source(fragment_shader, GL_FRAGMENT_SHADER_ARB, fragment_shader_source, 0);
if(err) goto errout;
}
pfn_glAttachObjectARB(*program, *fragment_shader);
pfn_glLinkProgramARB(*program);
err=GL_SHADER_CHECK(*program, GL_OBJECT_LINK_STATUS_ARB);
if(err) {
mame_printf_warning("failed to link program\n");
mame_printf_warning("vertex shader: <%s>\n", vertex_shader_source);
mame_printf_warning("fragment shader: <%s>\n", fragment_shader_source);
goto errout;
}
pfn_glValidateProgramARB(*program);
err=GL_SHADER_CHECK(*program, GL_OBJECT_VALIDATE_STATUS_ARB);
if(err) {
mame_printf_warning("failed to validate program\n");
mame_printf_warning("vertex shader: <%s>\n", vertex_shader_source);
mame_printf_warning("fragment shader: <%s>\n", fragment_shader_source);
goto errout;
}
return 0;
errout:
delete_shader_tool(program, vertex_shader, fragment_shader, 0);
return err;
}
int gl_delete_shader( GLhandleARB *program, GLhandleARB *vertex_shader, GLhandleARB *fragment_shader )
{
return delete_shader_tool(program, vertex_shader, fragment_shader, 1);
}